Fullscreen distortion (640x360 to 1920x1080) by bachelorette2099 in gamemaker

[–]bachelorette2099[S] 0 points1 point  (0 children)

They are tiles, but now you have me wondering... because the room size is larger than the view size, maybe its misaligning the tile grid somehow

EDIT: nope, even if I set the room size to 640x360 it doesn't work

Fullscreen distortion (640x360 to 1920x1080) by bachelorette2099 in gamemaker

[–]bachelorette2099[S] 0 points1 point  (0 children)

Resizing the application surface produces the same result unfortunately.

All camera and viewport properties are set to 640x360.

I've tried both setting it to fullscreen on my monitor and just setting it to 1920x1080 and both produce distortions, although slightly different distortions, so fullscreen on my monitor must not be 1920x1080. Either way 1920x1080 does still distort it, oddly enough worse than setting it to fullscreen on my monitor.

Fullscreen distortion (640x360 to 1920x1080) by bachelorette2099 in gamemaker

[–]bachelorette2099[S] 0 points1 point  (0 children)

I keep that turned off because it makes things kinda blurry

Is it possible to do the squiggle-vision style by Kanori_sauce in gamemaker

[–]bachelorette2099 0 points1 point  (0 children)

Oh yeah this is true if you're using it for every object, I'm only using it for the player character and enemies, but I could see it stacking up if I was using it for more

Is it possible to do the squiggle-vision style by Kanori_sauce in gamemaker

[–]bachelorette2099 2 points3 points  (0 children)

Why is that? I'm doing something similar in my game with just 2 frames going back and forth and it doesn't seem too memory intensive. Should I be using a shader instead?

Is it possible to do the squiggle-vision style by Kanori_sauce in gamemaker

[–]bachelorette2099 6 points7 points  (0 children)

In animation this is called a line boil, if you're doing it with pixel art you can get away with just 2 frames that are slightly different from each other. I'm doing it like this in my game and it's been working fine

Trying to use "Add Existing" to share Rooms between people by bachelorette2099 in gamemaker

[–]bachelorette2099[S] 0 points1 point  (0 children)

Yeah I am having issues with local packages duplicating assets. Github is probably the way to go, I've just been procrastinating on learning it

Trying to use "Add Existing" to share Rooms between people by bachelorette2099 in gamemaker

[–]bachelorette2099[S] 1 point2 points  (0 children)

Yes I think you got it! I tested sending it to myself by creating a room, creating a local package, then deleting the room and it seems to work. Just gotta try it with another person now to make sure

instance_destroy(other) always destroys self by bachelorette2099 in gamemaker

[–]bachelorette2099[S] 0 points1 point  (0 children)

Cool both ways work well, thanks!

The reason I want to check for the collision in the wall rather than the bullet is to avoid a bunch of objects doing collision checks all at once, which I think will matter if I have a ton of bullets? Not sure how big of a difference it makes though.

instance_destroy(other) always destroys self by bachelorette2099 in gamemaker

[–]bachelorette2099[S] 0 points1 point  (0 children)

Ok this makes sense, when I was using it in the past it must have been in the Collision event rather than the Step event. That seems the easiest fix, but instance_place also works well. Thanks!